Concepts
These pages explain how Labrador sees a game: what it calls, what it owns, what it leaves to you, and in what order things happen. They assume you have built and run the minimal sample, and they point at its code throughout, so having it open helps.
Each idea here also appears in the design documents, which give the reasons in full. The pages below give enough of the reasons to use the engine well, and link to the rest.
What a game is to the engineThree interfaces you implement, the machinery you drive, and what the engine has no type for.
States and the stackScreens and modes as states; push, pop and typed results; what a covered state is told.
The tickThe fixed step, input, update, collision, the end of the tick, and then drawing.
Drawing, views and camerasWhy draw() is const, what a view is, and how a frame is recorded.
Names, handles and resourcesContent named in a manifest, resolved once at load, read by handle every frame.
Development documentation (unreleased). Built from Labrador 862e08b of 2026-10-08.